However, the Spirit still needs to pay any costs associated with using the Power, whether that's a mandatory "Cost to Use" (e.g., for Absolute Stasis) or a cost associated with a particular choice (e.g., for Hazards Spread Across the Island). You can pick a Power Card with a Cost to Use that you can't afford; in that case, you fail to use the Power and then Forget the card. Tags: Cost To Use, Resolving Powers, Ethereal Conjunction, Absolute Stasis (Fractured Days Split the Sky), 3 more...
This is also the case for Powers like The Jungle Hungers, where a threshold modifies the instructions earlier in the Power. Technically, every use of "Instead..." in an innate power works this way; it's pretty simple for human minds to understand the intent, but the formal specification is messier.
This is usually irrelevant, but can occasionally be important (for, e.g., Scream Disease Into the Wind, or other "after using a power on a land..." effects.)
It does not need to actually do something, as long as it has an instruction that could in theory modify the game state. Setting up a triggered action for the current Power only (eg: Lure's first innate) doesn't count, either; it's effectively an internal modifier as well, despite using a trigger for timing. Tags: Targeting, Resolving Powers, Range Boosts, Range, 4 more...